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Main - SMW Hacking - Mario's 100s challenge New thread | New reply

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KDeee
Posted on 03-13-15 04:45 AM Link | Quote | ID: 159680


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http://www.smwcentral.net/?p=section&a=details&id=11022

Updated version of last demo, details in the link but most importantly it should now work correctly on clean roms(apparently I used bad rom despise it being labelled as [!])..

KDeee
Posted on 04-08-15 04:28 AM (rev. 2 of 04-08-15 04:30 AM) Link | Quote | ID: 159815


Red Paragoomba
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Well seems like time goes quickly when you dont think about it.

Anyways, I finished fixing world1(I was/'m too lazy to update demo lol), and then moved to world2, mostly polishing levels I already have done for it and fixing random issues elsewhere like adding (copypasting it from my crappy smb1 hack) dropshadow to titlescreens file selection/font/whatever thing and fixing palette on continue screen and other minor things like that.



First level of world2, which is semi-water level. I changed background to better version of YI's waterfall background.


Not that many noticeable changes here or anything to say about this level really, but I did fix the YI block "problem".



This level which includes everyone's favorite things like backtracking for key/keyhole(now with 90% less time!), branching paths, slowass autoscroller part and nippers in most annoying places Kappa Kappa.



Basically this is vertical level with different types of piranha plants, and also wall-jump heavy .


Semi-transparent level which was included in old demo as extra(IIRC). It has some changes, mostly related to what I like to call key-route.


Castles background now uses layer3 like it did in SMAS SMB3, and I fixed Pac's version of it to be more accurate to original.


Part of second worlds castle, which is vertical autoscroller (lava is in layer2).

Next demo is out when I finish second world, but at this rate dont expect it anytime soon(depends how many more level I make, along with IRL stuff).

Quick Curly
Posted on 06-17-15 06:22 PM Link | Quote | ID: 160322


Giant Red Paratroopa
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Your progress still looks great, as always! Nice colours, engaging graphics, and fun platforming adventures! Best of luck!

XTTX
Posted on 09-30-15 10:55 PM Link | Quote | ID: 161274


Flurry
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Just stumbled across this! This looks great!! Can't wait to give this a go! This looks very easy on the eyes too! I can tell you put in the time with this!

MiniCompute
Posted on 10-01-15 12:14 PM Link | Quote | ID: 161285


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You can go over to smwcentral, he flew from the chicken coop to further his smw hacks there.
http://www.smwcentral.net/?p=profile&id=25888

Termingamer2-JD
Posted on 10-09-15 06:22 PM Link | Quote | ID: 161399


Ropa
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Just a question: how do you import custom graphics (both objects and sprites) into SMW hacks? I'm aware of YY-CHR.

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Jamie Dignam

MiniCompute
Posted on 10-09-15 06:41 PM Link | Quote | ID: 161402


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Posted by Termingamer2-JD
Just a question: how do you import custom graphics (both objects and sprites) into SMW hacks? I'm aware of YY-CHR.


For starters you need to extract exgfx, for backbrounds, forgrounds.
Then you neeed to extract the allgfx.bin, in lunar magic.
Also use pain shop pro,, photoshop, or gimp to import your own graphics and send it to yy-chr.
PNG 16bit color or bmp 16bit color will do for copy and pasting into yy-chr.
Make sure you rename your ExGFX with a .bin extension. ExGFX911.bin.

I'll explain later on, busy at work filled with mountains of junk in gaylores. .

Termingamer2-JD
Posted on 10-10-15 11:53 AM Link | Quote | ID: 161407


Ropa
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Yup
Thanks for the explanation on how to do the custom sprites. I'll probably start porting other graphics to the game (like the early SNES test program ones) and then I'll make my own ones using the explanations.

At least when you guide, it's short and easier to understand than a universally written, long-blown tutorial.

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Jamie Dignam

MiniCompute
Posted on 10-11-15 02:01 AM Link | Quote | ID: 161425


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Posted by Termingamer2-JD
Yup
Thanks for the explanation on how to do the custom sprites. I'll probably start porting other graphics to the game (like the early SNES test program ones) and then I'll make my own ones using the explanations.

At least when you guide, it's short and easier to understand than a universally written, long-blown tutorial.


About the map16 part, when you start to important graphics you downloaded from smwc or you took it from another hack.
Make sure that you when import, you put it into a available spot on the 16x16 area window.
If it lands on top of graphics on a map page, click off the red tile box,
Next you carefully left click and drag it down to another map page.
Click save and save the level, when setting up BG put the bg tiles on a map16 page that uses BG gfx only,
Save the level, close the rom, repopen it, open the background editor window, clear it out.
Use the add object window, click on direct map 16 and paste it by dragging it into BG editor.

I may have the last bit wrong but to be sure pm fusoya and ask him to be sure.
Otherwise ask one of the mods that handles moderation of the graphics and hacks.


Termingamer2-JD
Posted on 10-13-15 02:32 PM Link | Quote | ID: 161435


Ropa
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Ah good. When should I implement this into the thing? I think my first demo will be vanilla or near-vanilla, but when is a good time, mid-development or at the end for a final touch?

I don't want to make everything too early or late that's why.

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Jamie Dignam

MiniCompute
Posted on 10-26-15 12:20 PM Link | Quote | ID: 161605


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Posted by Termingamer2-JD
Ah good. When should I implement this into the thing? I think my first demo will be vanilla or near-vanilla, but when is a good time, mid-development or at the end for a final touch?

I don't want to make everything too early or late that's why.


Develop an idea for your hack itself, then start off with level designs.
Some smw hackers may let you use their levels as a base but ask before you use them.
Once you have your levels made, then go ahead and give it a face lift if you want.
Lastly insert any music you want before you apply any asm patches.

That I mentioned I had to learn the hard way, that and I am not a good level designer.

Termingamer2-JD
Posted on 10-27-15 09:42 AM Link | Quote | ID: 161611


Ropa
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Thanks for the reply. I'll keep it in mind for later - I already have a story in place.
I have a few rough designs for the first few levels which will be implemented and probably unchanged for the first demo.

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Jamie Dignam

MiniCompute
Posted on 10-27-15 11:09 AM Link | Quote | ID: 161617


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Posted by Termingamer2-JD
Thanks for the reply. I'll keep it in mind for later - I already have a story in place.
I have a few rough designs for the first few levels which will be implemented and probably unchanged for the first demo.


Go locate javier over there and check his work out, about the same age as you.
He has a very good skill for smb3 styled smw hacks, reminds abit of pete ac..
Learn from him and befriend him, I'm quite sure he could teach you somethings beyond smw hacking.


Termingamer2-JD
Posted on 10-31-15 10:27 PM Link | Quote | ID: 161711


Ropa
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Right I'll look him up and see what I can do

Could you give me one of his hack IPS files (or other patching format), I'd like to check his level design out first by playing it for some reason

A demo would do fine.

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Jamie Dignam

MiniCompute
Posted on 11-01-15 12:45 PM Link | Quote | ID: 161729


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Posted by Termingamer2-JD
Right I'll look him up and see what I can do

Could you give me one of his hack IPS files (or other patching format), I'd like to check his level design out first by playing it for some reason

A demo would do fine.



You will need to contact him provided the cotact info he left, apparently he pulled his stuff out.
The best way to get ahold of him is youtube pm system.

http://www.smwcentral.net/?p=profile&id=1944

Mystery User 3137
Posted on 11-03-15 01:08 PM Link | Quote | ID: 161767


Red Goomba
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Posted by Termingamer2-JD
Just a question: how do you import custom graphics (both objects and sprites) into SMW hacks? I'm aware of YY-CHR.
When I was SMW hacking I was able to import sprites and objects but I can't remember how I think I found a video on YouTube about it.

MiniCompute
Posted on 11-03-15 01:27 PM Link | Quote | ID: 161769


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Posted by Yushe
Posted by Termingamer2-JD
Just a question: how do you import custom graphics (both objects and sprites) into SMW hacks? I'm aware of YY-CHR.
When I was SMW hacking I was able to import sprites and objects but I can't remember how I think I found a video on YouTube about it.



I wouldn't stick to one video about importing stuff into LM, keep in mind there are many versions of LM.
Not all of them use that with the current version of LM, if you want to.
LM v2.22 will do and its quite stable, if your not looking to have too many asm things or different graphic compressions formats.

That is the one I would recommend for all new or old time smw hackers to use.
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